Hunt: Showdown 1896 - Cry_Ic3man2k


Surviving a round of Hunt: Showdown involves a lot of strategy. The more you know about your weapons, the better the chance that you survive.

Surviving a round of Hunt: Showdown involves a lot of strategy. The more you know about your weapons, the better the chance that you survive. Today Senior System Designer David West is here to get into some details about how the weapon system works, why there’s no bullet drop, and where you should be aiming to hit a moving target.

We had a number of goals for Hunt’s weapon system. First of all, we wanted every weapon to look and handle like the firearms used in the 1890s. The entire team has put a lot of effort into handcrafting a historically accurate environment that completely immerses the player—and for that to work the weapons need to look and feel accurate as well. We also wanted the system to be easy to learn, but with enough variables to ensure that mastering it could require skill and time. What we ended up with was a physically simulated projectile based weapon system.

How it works

When a weapon is fired, a physical object is created in the world which represents the bullet.
A physical force is applied to this bullet in the direction that the weapon is aiming, and this force propels the bullet through the world.

Because the bullet is a physical object, the physics properties of the bullet effect how it travels. That means that each type of ammunition has different properties and will move slightly differently.

There are two exceptions to this principle. The first exception we have on bullets is gravity—that is to say, gravity has no effect on them so there is no bullet drop. I will explain why we chose to do this a little later. The second exception is when bullets are traveling through water. If a bullet is traveling through water, it will have a mild bullet drop.

When a bullet collides with another physical object, a number of calculations take place. First, damage must be calculated based on what the bullet hit. For example, if a bullet hits a living target, damage differs between a headshot vs a shot to the arm or leg. Another calculation determines whether the bullet will penetrate the object it has hit. This calculation looks at the material of the object hit, the thickness of that material, and how many other objects the bullet has passed through on its way there.

We've also built in a “favor the shooter” mechanic. This means that the system compensates for the lag between your shot and the server, which ensure your shots are reliable, regardless of connection speed. However, to make sure that no one abuses this feature, we've to add limits to stop people artificially increasing their ping to get an advantage.

Why there's no bullet drop in Hunt

So, to get back to bullet drop, and our reasons for not using it in Hunt. There were two main reasons for doing this: short combat distances and the lack of modern scopes.

First a closer look at the combat-distance factor. Hunt is set in a Louisiana bayou, with plenty of swampy forests and half-sunken wooden structures, as well as overrun farms and settlements where people appear to have built makeshift barricades to survive the horrors that emerged around them. As a result, you often fight at close quarters rather than shooting at targets over hundreds of meters of open fields. We do have those as well in Hunt, but the typical combat situation is at around 50-75 meters. For that distance, you simply do not need to consider bullet drop.

Furthermore, the weapons in Hunt use iron sights. Games that incorporate more modern equipment usually can rely on an array of red-dot scopes and mid-range combat optics, as well as sniper, night-vision and thermal scopes. Because Hunt is set in the age of iron sights, you won't aim through a scope for most of your shots. With bullet drop, you would have to aim above the target, which forces the shooter to effectively have to guess where to shoot. That isn't something we want players to have to do in Hunt. We always want Hunters to feel like they are in full control of a situation, and that if they miss a shot, it is due to their mistake and not a random element in the game. Every shot counts in Hunt, and Hunters needed to know that if they make the right calculation on each shot, they will reliably hit the target.

Ammo types

We have five ammo types in Hunt: Showdown, and each type has different characteristics. In the table below you can see the speed of each type and the maximum distance each can travel.

The damage each bullet can cause decays over the distance. The rate of this decay for each type can be seen in the first graph. The second graph shows how damage decays when bullets penetrate surfaces.

Compact - 375(m/s) - 300 Max Distance (m)
Medium - 500(m/s) - 300 Max Distance (m)
Long - 800(m/s) - 300 Max Distance (m)
Shotgun - 450(m/s) - 45 Max Distance (m)
Nitro - 610(m/s) - 280 Max Distance (m)

The damage each bullet can cause decays over the distance. The rate of this decay for each type can be seen in the first graph. The second graph shows how damage decays when bullets penetrate surfaces.





Where to aim

The most important takeaway from all this for players is that you need to aim in front of moving targets.

How far in front of a target you have to aim depends on your weapon's ammo type, the distance to the target, and your target's speed. So when you aim at a Hunter 100 meters away who is running from left to right, take note:
  • With a long bullet, eg. a Mosin-Nagant M1891, you would need to aim roughly 0.56 meters in front of the target in order to hit the center of the target.

  • With a medium bullet, eg. a Vetterli 71 Karabiner, you would need to aim roughly 0.9 meters in front of the target in order to hit the center of the target.

  • With a compact bullet, eg. a Winfield M1873, you would need to aim roughly 1.2 meters in front of the target in order to hit the center of the target.

But when you aim at a Hunter 100 meters away who is walking from left to right, note the following differences:
  • With a long bullet, eg. a Mosin-Nagant M1891, you ou would need to aim roughly 0.31 meters in front of the target in order to hit the center of the target.

  • With a medium bullet, eg. a Vetterli 71 Karabiner, you would need to aim roughly 0.5 meters in front of the target in order to hit the center of the target.

  • With a compact bullet, eg. a Winfield M1873, you would need to aim roughly 0.66 meters in front of the target in order to hit the center of the target.

What’s Next

We plan on improving the weapon system in Hunt throughout Early Access, adding more granularity where needed and improving our hit prediction, wall penetration, and damage systems step by step. One of our next challenges is going to be the implementation of sticky munitions, like crossbow bolts, throwing knives, and sticky bombs that players will also be able to retrieve again afterwards. Stay tuned for more details about Hunt’s other gunplay mechanics in the future!

Hunt: Showdown 1896 - Cry_Ic3man2k
UPDATED

The servers are back online. Happy Hunting!

++

The maintenance has been extended by 1 hour (until 17:00pm CEST)

Thank you for your patience.

++

Hunters,

We will be performing a server restart/maintenance in 60 mins. If you are in a match, please extract to avoid losing your hunter.

~The Hunt team
Hunt: Showdown 1896 - andreyhe
Hunters,

We will be performing a server restart in 60 mins. If you are in a match, please extract to avoid losing your hunter.

~The Hunt team.

UPDATED

The servers are back online. Happy Hunting!

Hunt: Showdown 1896 - andreyhe
Hunters,

We will be performing a server restart in 60 mins. If you are in a match, please extract to avoid losing your hunter.

~The Hunt team.

UPDATED

The servers are back online. Happy Hunting!
Hunt: Showdown 1896 - cry_andrii
Hunters,

We will be performing a server restart in 60 mins at 08:40 AM CEST. If you are in a match, please extract to avoid losing your hunter.

~The Hunt Team

UPDATED

The servers are back online. Happy Hunting!
Hunt: Showdown 1896 - contact@rockpapershotgun.com (Alice O'Connor)

Crytek have released the first “performance patch” for Hunt: Showdown, focused on making the early access PvPvE monster-hunting first-person shooter run better, and many players are reporting meaningful improvements. That’s fine news because, according to Fraser Brown, Hunt is “a clever competitive shooter and an excellent source of emergent stories. And disasters. Mostly disasters.” Framerates and stuttering and should be improved now, though the patch cannot do anything about your stuttering surprised cries of “M-m-m-monster!”

(more…)

Hunt: Showdown 1896

Crytek has released the first "performance patch" for Hunt: Showdown, and says it should address "most of the severe performance issues" that players have reported so far. Some players may see a big jump in framerate but the studio said the goal with this update is to improve overall performance for everyone so all players have "a more stable and stutter-free experience." 

CPU-heavy processes have been optimized, according to the patch notes, which should be of particular help on low-end hardware, and the "overall memory footprint" has been reduced as well. Servers should be more reliable, and upgrades to the backend technology "pave the way for further improvements to debugging user-reported issues." I'm the honest sort so I'll admit that I'm not entirely clear on what a lot of that stuff means, but on the whole it sounds like good things are happening. 

There are also a number of bug fixes in the update, again with a focus on addressing "stalls" (Crytek noted that the term is used rather loosely to describe three separate situations), and a handful of known issues including a potentially large stall that can actually cause you to be disconnected from the servers (that one is on the priority list) and FPS drops caused by inventory switching or the mini-map. 

Hunt: Showdown went into Early Access on Steam in February,  and reviews are currently "mixed," with many negative user reviews citing bugs and performance issues as the reason for the thumbs down. One review that I particularly enjoyed likens the game to a tasty milkshake that's so thick, you just can't get it through the straw. 

"But every now and then you'll get a little tiny sip that makes you wanna keep trying," it says. "Eventually you just set the shake down and wait. That's what this game is." 

Hunt: Showdown doesn't have a full release date, by Crytek said it expects to keep the game in Early Access for at least a year. A video of lead design director Chris Auty, lead rendering engineer Theodor Mader, and technical director Sebastian Laurent discussing the update and answering a few community questions is down below. 

Hunt: Showdown 1896 - Cry_Beedyboy


Version: v0.179
SteamBuilID: 2678220
Patch size: ~170MB

Patch highlights

Performance improvements:

This round of fixes is designed to address most of the severe performance issues that have been reported, with a specific focus on stalling and stuttering as well as optimizing heavy CPU and RAM usage by Hunt. Our goal with this update is to improve the overall performance for everyone, before working on optimizations aimed at increasing the framerate across the board. Some users may experience a jump in framerate, while some may see only minor increases. Everyone should encounter a more stable and stutter free gameplay experience.

We will continue to work on performance as we move forward as well as providing additional support for performance tweaking later down the line.

We want to extend our thanks to you all for your patience and support as we worked to resolve these issues. Thank you!


General updates

Performance

CPU optimization and utilization
  • Optimized a number of CPU heavy processes within the game that would lead to Hunt being CPU bound (especially on lower end hardware)
  • Optimized rendering cost when particle effects are filling the screen space
  • Optimized off-screen particle updates in most cases
  • Optimized interior lighting volumes significantly
  • Optimized a number of expensive engine calls (e.g GetWaterLevel)
  • Reduced particle overdraw when many large particles in view
  • First round of optimizations on CPU job manager (improves efficiency of thread queues)

Memory optimization
  • Reduced Hunt’s overall memory footprint
  • Enabled animation DB streaming to reduce memory usage
  • Improved object streaming to reduce memory usage
  • Fixed a memory leak in the AI proximity grid
  • Reduced memory usage in various Hunt subsystems

Server/Backend
  • Improved dedicated server allocation manager to be more reliable, especially if back end slows down
  • Upgraded backend technology to pave the way for further improvements to debugging user reported issues (slow response times etc)


Bug fixes

Developer note: In this section we will be using the word “stall” a lot. In these cases, this term is being used to describe one of 3 possibilities – micro stuttering (small freezes that do not crash the client), frame drops and spikes

  • Fixed a stall when using lanterns for the first time (slight micro stutter when picking up the lantern)
  • Fixed a stall that could occur when using dark sight for the first time after loading into the match
  • Fixed a stall that occurred when aiming fuses at the sky
  • Fixed a number of stalls that could occur due to some shaders being loaded during gameplay. This was especially noticeable when aiming down sights
  • Fixed a stall that could occur when the banishing phase completed
  • Fixed a number of invalid file accesses during gameplay which was resulting in some stalls
  • Reduced stalls that could occur with cloth simulation on hunter clothing
  • Fixed a number of uncached resources
  • Fixed a deprecated asset that could cause the game to freeze at Stillwater Bend (or as it has been affectionately called by the community “Crashwater Bend”)
  • Fixed a bug that would cause the Depth of field to be triggered when others in the match were aiming
  • Partial fix implemented for some objects not rendering correctly (e.g. large amounts of vegetation missing at the start of the match) **

** Developer Note – We will have a number of fixes coming soon that relate to invisible objects. Keep an eye on future hotfix/patch notes for details.


Known Issues
  • We are aware of an issue that relates to the audio of gunshots not playing correctly. When this occurred, it would lead to the assumption that your hunter would drop dead without warning. This is currently under investigation and we will provide updates when we have more information
  • We are aware of some geometry being invisible in certain circumstances (missing walls etc.). We are currently investigating the cause of this and hope to have a resolution soon
  • In certain cases, when moving or aiming, you may notice objects fading and LOD (level of detail) popping. We have been actively working to resolve this and should be able to address this issue in a subsequent content patch
  • We are aware of a potentially large stall that can occasionally occur when in game. In some cases this can cause your client (as well as others in the vicinity) to disconnect from the server. We are aware and currently working to resolve this as a priority
  • We are aware of a FPS drop that can occur when rapidly switching through your inventory or when entering the mini map
  • We are aware that in some cases, players will not receive the 5 minute warning towards the end of a match

We have received a huge amount of feedback and data from the community on these topics, and we want to thank you all once again for playing the game, providing feedback, and being patient with us while we fix bugs.


~The Hunt team
Apr 12, 2018
Hunt: Showdown 1896 - Cry_Beedyboy
Hunters,

The servers are going down for daily maintanance and an update at 12:00 PM CEST (20 minutes). If you are in a match, please extract to avoid losing your hunter.

~The Hunt Team
Hunt: Showdown 1896 - cry_konstantin
Hunters,

We will be performing a server restart in 60 mins. If you are in a match, please extract to avoid losing your hunter.

~The Hunt team.

UPDATED

The servers are back online. Happy Hunting!
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